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Hacks, questions,
#1
Posted 05 December 2010 - 02:30 AM
All the names of characters I use have been changed around to fit the universe this hack is based in, as well as most of the bosses are finished as well. Right now I'm working on writing the story, though the major plot points and events are already formulated in my head. What I need is to figure out events, everything else I'll be doing (Map creation and insertion, Nightmare, so on...) I've managed to figure out. I want to disassemble the existing chapters to see how they're set up and so I can start overwriting them, but I'm not sure what the offsets are for the pointers to chapter events in the Event Reference Table. If anyone would be willing to help me start making events or disassemble the game, please let me know.
#2
Posted 07 December 2010 - 05:40 AM
http://www.feunivers...?showtopic=7249
Taken from there:

Basically, Nightmare flips the little endian already for you.
So just remove the 8:
QUOTE (Nintenlord) |
First thing you do is copy the offset in Nightmare to the Offset of Disassembling options. Ignore the 0x8 in the beginning when copying. In my case, I would write CA0720. |

#3
Posted 07 December 2010 - 06:18 AM

#4
Posted 07 December 2010 - 11:10 AM
#5
Posted 07 December 2010 - 10:38 PM
Signature thanks to Shu.
#6
Posted 08 December 2010 - 12:20 PM
#7
Posted 08 December 2010 - 08:54 PM
Then make a turn event a few turns after that where the character changes condition to berserk.
...Oshi-I just realized you can't really have the berserk effect be used on a unit... I don't think... Well, you might be able to use a FIGH code to do it (sounds crazy, but see my tutorial
Signature thanks to Shu.
#8
Posted 25 December 2010 - 01:22 AM
Edit: Also, I would like to know if there's a limit for how much text you can add. I've been adding in a lot of stuff and I don't want to overwrite anything important...
#9
Posted 25 December 2010 - 03:50 AM
The Nightmare Modules contain Music Lists. Check any Music folders or Chapter Data Editor folders as they are likely to contain the song/music lists.
Nice to see you again btw. XD
Signature thanks to Shu.
#10
Posted 25 December 2010 - 04:17 AM
QUOTE (Blazer @ Dec 24 2010, 10:50 PM) |
If you use FEditor to insert text, you can insert as much text as you want to in each slot, but you have a limited number of text slots (I think). But that shouldn't be a problem, because there is a lot of tutorial text you can overwrite. |
Good news... means I have a chance of not running out of space. Thanks Blazer

Past couple weeks have been crazy, and I haven't had the energy to get around to hacking anything. It doesn't help that I don't tend to post much either, even though I check the site every single day. I do have more questions though. I've been going through chapter events I've disassembled and commenting on what all the codes do using the EA language.txt file, but I'm running across codes and things that aren't mentioned, some examples from the prologue:
CMOF
_0x4 0x10
REBU
Those are all from BeginningScene and they don't actually occur in that order, it's just those are the ones I don't understand and haven't found any documentation on. I also don't really get why they have so much SHOWMAP and HIDEMAP going on, but I think I'm just going to play with those by taking them out and seeing what it's like without them, as the name is pretty self-explanatory.
Some other questions/concerns, too. What is the limit on the number of units that can be on the map at one time? I have a few epic siege missions in mind but I can easily see, especially if there are reinforcements, how too many units could result in a crash.
Also, I noticed looking through events that Eliwood and Hector's mode seemed to be tied in their missions far more than I wanted them to be... I had thought they were different missions, but alas no. It is entirely possible to make them go down completely separate chapter paths though, right?
#11
Posted 25 December 2010 - 04:42 AM
Granted if I don't know what they are that means that they are probably not very important so I wouldn't worry about them unless you plan on majoring in event assembling... XP
I believe 50 units is the max per allegiance. I took doc on this at some point in my life, but I lost it. Or I just made myself think I did but never actually took doc.
No, usually there are just special codes making differentiations between Eliwood's and Hector's mode. If you look at the Chapter Data Editor you can clearly see which chapters are Hector only and which chapters are shared. All the other differences are done by Hector-mode-conditional events and programming.
Signature thanks to Shu.
#12
Posted 26 December 2010 - 05:25 PM
Also, been playing around with making maps... this is a concept on the idea of running through the chapter as quickly as possible, where taking the time to get some of the chests may give you some good items but it may also doom you to death by being overwhelmed by reinforcements.
#13
Posted 27 December 2010 - 03:39 AM
^That is an interesting and fearful map you have right there.
Signature thanks to Shu.
#14
Posted 01 June 2011 - 01:57 PM
Edit: is there some other kind of event I need to run to change the map? I'm guessing that's what's going on because my treasure chests don't "open" after I open them...
This is for the prologue chapter, btw.
CODE |
LocationBasedEvents: LOCA 0x3 [2,1] 0xF DOOR 0x0 [2,3] 0x10 DOOR 0x0 [12,3] 0x10 CHES 0xB 0x03 [12,1] 0x12 LOCA |
The events from Chapter 21 that I was looking at as a guide:
CODE |
LocationBasedEvents: CHES 0xA 0x27100076 [4,17] 0x12 CHES 0xB 0x23 [5,18] 0x12 SHOP 0x0 label41 [2,2] 0x15 DOOR 0x0 [17,9] 0x10 DOOR 0x0 [4,9] 0x10 DOOR 0x0 [4,15] 0x10 DOOR 0x0 [10,4] 0x10 DOOR 0x0 [11,4] 0x10 LOCA |
If anyone could point out what I'm doing wrong I'd be very grateful.
#15
Posted 01 June 2011 - 07:03 PM
QUOTE (Qtaru @ Jun 1 2011, 06:57 AM) | ||||
So, er... long absence, I know. Regardless, I'm getting back to work on this but have encountered a problem. I can't seem to get doors working. I disassembled some chapters with doors in them and followed the format they had, only changing the X and Y to match the doors on the map. I can use a door key on them, but they don't open. It just wastes the door key. Edit: is there some other kind of event I need to run to change the map? I'm guessing that's what's going on because my treasure chests don't "open" after I open them... This is for the prologue chapter, btw.
The events from Chapter 21 that I was looking at as a guide:
If anyone could point out what I'm doing wrong I'd be very grateful. |
You should probably get the latest event Assembler and consult Arch's guide. The way you're doing it, you're putting individual event IDs for it, which you really shouldn't do unless you want something to happen right after it.
Try using the Macros. They'll make it easier for you.
Arch's video guide on this topic:

#16
Posted 01 June 2011 - 10:05 PM
Signature thanks to Shu.
#17
Posted 02 June 2011 - 02:41 PM
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